Editing Stage legality
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{ArticleIcons|series=y|competitive=y}} | {{ArticleIcons|series=y|competitive=y}} | ||
'''Stage legality''' refers to the playable status of various [[stage]]s in mainstream [[tournaments]]. | '''Stage legality''' refers to the playable status of various [[stage]]s in mainstream [[tournaments]]. | ||
Line 12: | Line 11: | ||
'''Banned stages''' cannot be chosen at all. Stages can be banned for several reasons, common reasons including but not limited to: | '''Banned stages''' cannot be chosen at all. Stages can be banned for several reasons, common reasons including but not limited to: | ||
*Especially poor matchup balance by providing a rather extreme advantage for certain [[character]]s (such as allowing the character to utilise excessive, gamebreaking [[camping]], or utilise infinite [[chain throw]]s, as in the case of {{SSBM|Fox}} in [[Temple]] for the former, or {{SSBB|King Dedede}} in [[Shadow Moses Island]] for the latter). | *Especially poor matchup balance by providing a rather extreme advantage for certain [[character]]s (such as allowing the character to utilise excessive, gamebreaking [[camping]], or utilise infinite [[chain throw]]s, as in the case of {{SSBM|Fox}} in [[Temple]] for the former, or {{SSBB|King Dedede}} in [[Shadow Moses Island]] for the latter). | ||
* | *Powerful stage hazards that can easily KO players who are knocked into them, or force players to give up an advantage to avoid them. A extreme example of this is [[Gamer]]. | ||
*Allowing players to abuse [[glitch]]es in the game. | *Allowing players to abuse [[glitch]]es in the game. | ||
*Possessing one or more "[[caves of life]]," allowing characters to survive much longer than feasibly possible under usual circumstances, and creating a general over-centralisation on the ability to [[tech]]. | *Possessing one or more "[[caves of life]]," allowing characters to survive much longer than feasibly possible under usual circumstances, and creating a general over-centralisation on the ability to [[tech]]. | ||
*Possessing permanent walk-off [[blast line]]s and walls; the former creates unreasonably powerful camping positions and | *Possessing permanent walk-off [[blast line]]s and walls; the former creates unreasonably powerful camping positions and allow for potential easy [[zero-death]]s that wouldn't occur normally, as well as marginalizing or completely eliminating offstage play, while the latter also creates powerful camping positions and allow for zero-death or otherwise heavily damaging combos that wouldn't be possible otherwise. Walk-offs and walls that occur only temporarily on a stage are considered detrimental, but acceptable enough to usually not result in a stage's banning itself. | ||
*Drastically altering gameplay and the strategies needed to win (such as [[Icicle Mountain]] and [[Mario Bros.]]). | *Drastically altering gameplay and the strategies needed to win (such as [[Icicle Mountain]] and [[Mario Bros. (stage)|Mario Bros.]]). | ||
*Possessing elements that causes the stage to be too strenuous on the system's CPU and thus being capable of reducing the game's frame rate | *Possessing elements that causes the stage to be too strenuous on the system's CPU and thus being capable of reducing the game's frame rate midmatch (such as [[Fountain of Dreams]] in Doubles play). | ||
The term '''legal stage''' can also be used to describe any neutral or counterpick stage, or equivalently, any non-banned stage. | The term '''legal stage''' can also be used to describe any neutral or counterpick stage, or equivalently, any non-banned stage. | ||
In general, due to the wide variety between stages and stage types and | In general, due to the wide variety between stages and stage types, a large majority of the stages within any given game are banned and comparatively few are balanced enough to be legal for professional competitive play. | ||
Despite the banned stages list, most tournaments feature some variation of the "gentleman rule", a rule that allows players to choose any stage they want, including banned stages, if all players in the match agree to it. This is usually the only way for banned stages to see serious tournament play. However, even with this rule in effect, it rarely sees use to play on banned stages outside a much higher-skilled player letting an opposing more casual or very young player choose any stage they want, as most competitive players never want to willingly play on the banned stages for the same reasons the ruleset had them banned. Even with the rule in effect, TOs may still ban some stages from being played on via the gentleman rule, if the stage has a propensity to delay the tournament by causing much longer matches (such as Temple, [[New Pork City]], and [[The Great Cave Offensive]]). | Despite the banned stages list, most tournaments feature some variation of the "gentleman rule", a rule that allows players to choose any stage they want, including banned stages, if all players in the match agree to it. This is usually the only way for banned stages to see serious tournament play. However, even with this rule in effect, it rarely sees use to play on banned stages outside a much higher-skilled player letting an opposing more casual or very young player choose any stage they want, as most competitive players never want to willingly play on the banned stages for the same reasons the ruleset had them banned. Even with the rule in effect, TOs may still ban some stages from being played on via the gentleman rule, if the stage has a propensity to delay the tournament by causing much longer matches (such as Temple, [[New Pork City]], and [[The Great Cave Offensive]]). | ||
==Major differences in communities== | ==Major differences in communities== | ||
There are many [[community]] preferences in terms of stage choices, with there being no agreed-upon standard across all regions on what exactly constitutes a " | There are many [[community]] preferences in terms of stage choices, with there being no agreed-upon standard across all regions on what exactly constitutes a "proper stage", so a stage's legality can be dependent on the region the tournament is in. The most prominent example of this in ''Brawl'' is [[Pokémon Stadium 2]], a stage players in stage-conservative regions generally absolutely despise and vehemently oppose ever playing on, while players in more stage-liberal regions generally either like the stage or see the bad rep it gets to be overblown. As such, while a player in the [[Tristate Area]] will almost never see Pokémon Stadium 2 legal at tournaments in the region, a player in Texas will see the stage as a legal counterpick frequently. | ||
The | The popularity of characters in the region can also impact the stages seen in those regions. For example, tournaments in the aforementioned Tristate Area generally don't ban {{SSBB|Meta Knight}}, while many of the region's best and lesser players play Meta Knight. As such, tournaments in this region started to ban [[Rainbow Cruise]] and [[Brinstar]] before other regions did, and when Meta Knight started to be deemed too powerful on [[Delfino Plaza]], [[Frigate Orpheon]], and [[Halberd]], these stages started seeing more frequent banning in Tristate Area tournaments, while regions with not as severely high Meta Knight usage tend to keep them legal. | ||
==Stage legality in ''[[Smash 64]]''== | ==Stage legality in ''[[Smash 64]]''== | ||
This is the stage legality list. Note that all of these bans cause {{SSB|Dream Land}} to be the '''only''' stage allowed. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
Line 42: | Line 39: | ||
! Commonly cited reasons for status | ! Commonly cited reasons for status | ||
|- | |- | ||
| [[Dream Land | | {{SSB|Kongo Jungle}} | ||
| style="background:#ffbfbf" | Banned | |||
| style="background:#ffbfbf" | Banned (former Counterpick) | |||
| [[Barrel Cannon]] disrupts usual gameplay by allowing characters falling off the bottom of the stage to survive at percentages beyond what would normally be possible. | |||
|- | |||
| {{SSB|Dream Land}} | |||
| style="background:#dfffbf" | Starter | | style="background:#dfffbf" | Starter | ||
| style="background:#dfffbf" | Starter | | style="background:#dfffbf" | Starter | ||
| | | | ||
|- | |- | ||
| [[Hyrule Castle]] | | [[Hyrule Castle]] | ||
| style="background:# | | style="background:#ffbfbf" | Banned | ||
| style="background:# | | style="background:#ffbfbf" | Banned | ||
| [[Circle camp]]ing and/or [[camping]] in general (top platform as well as the "Tent" and the left side), where certain positions can make it very difficult for one player to [[approach]] safely, depending on the [[matchup]]. Tornado stage hazards which appear and speed up randomly though rarely, which can block otherwise safe moves and disrupt gameplay in general.<br/> | |||
|- | |- | ||
| | | {{SSB|Mushroom Kingdom}} | ||
| style="background:#ffbfbf" | Banned | |||
| | |||
| style="background:# | |||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| | | Pipe camping; [[stalling]] | ||
|- | |- | ||
| | | [[Peach's Castle]] | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| | | No ledges to grab onto; bad overall stage design for competitive play. | ||
|- | |- | ||
| [[Planet Zebes]] | | [[Planet Zebes]] | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| Acid | | Acid disrupts usual gameplay by putting people in a disadvantageous situation; camping; occasionally awkward camera angles | ||
|- | |- | ||
| [[Sector Z]] | | [[Sector Z]] | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| | | Overly large; [[Arwing]] lasers; camping; [[stalling]] | ||
|- | |- | ||
| {{SSB|Yoshi's Island}} | | {{SSB|Yoshi's Island}} | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| | | Cloud camping (as characters on Yoshi's cloud could object to getting back on stage as it is very easy to attack them/put them in a disadvantageous position while recovering); stalling | ||
|- | |- | ||
| | | [[Saffron City]] | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| | | Overly large; bottom area and helipad promote camping; Pokémon attacks | ||
|} | |} | ||
Hyrule Castle was considered a neutral stage for a long time, though now it is banned. {{Sm|Bane}} is often credited for being a significant contributor to the banning of Hyrule Castle, creating a SmashBoards thread named [http://smashboards.com/threads/a-case-against-hyrule.340054/ A Case Against Hyrule] that pointed out the disadvantages of the stage. However, Hyrule Castle remains a popular stage among many players, and due to the Gentleman Rule, certain matches being played on Hyrule Castle are still seen even in tournaments that ban the stage. | |||
Kongo Jungle and Peach's Castle were also once considered tournament legal, but like Hyrule Castle, have since been banned. In Japan, all three stages were banned earlier than they were elsewhere. | |||
==Stage legality in ''[[Melee]]''== | ==Stage legality in ''[[Melee]]''== | ||
Line 117: | Line 97: | ||
! Status (singles) | ! Status (singles) | ||
! Status (doubles) | ! Status (doubles) | ||
! Commonly cited reasons for | ! Commonly cited reasons for banning | ||
|- | |- | ||
| | | [[Battlefield]] | ||
| style="background:#dfffbf" | Starter | | style="background:#dfffbf" | Starter | ||
| style="background:#dfffbf" | Starter | | style="background:#dfffbf" | Starter | ||
Line 127: | Line 107: | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| [[Random]] terrain; scrolling stage; | | [[Random]] terrain; scrolling stage; circle and run away camping; stalling; track that the cars move on carry characters extremely quickly towards walk-off blast lines | ||
|- | |- | ||
| [[Brinstar]] | | [[Brinstar]] | ||
| style="background:# | | style="background:#ffbfbf" | Banned (former counterpick) | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| Acid disrupts gameplay; breakable platforms distort already-awkward stage structure; over-centralization of the aerial game, causing many characters with poor aerial games to have an unfair disadvantage | | Acid disrupts gameplay; breakable platforms distort already-awkward stage structure; over-centralization of the aerial game, causing many characters with poor aerial games to have an unfair disadvantage | ||
Line 140: | Line 120: | ||
|- | |- | ||
| [[Corneria]] | | [[Corneria]] | ||
| style="background:# | | style="background:#ffbfbf" | Banned (former counterpick) | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| Overly large; excessive camping/stalling behind the big fin; fin allows for wall infinites; random, powerful stage hazards in Arwing lasers; several positions from which characters cannot recover which | | Overly large; excessive camping/stalling behind the big fin; fin allows for wall infinites; random, powerful stage hazards in Arwing lasers; several positions from which characters cannot recover which can be easily achieved, especially characters with good aerial games; overall gives unfair advantages to fast characters on the stage and aerial-based characters off of it | ||
|- | |- | ||
| [[Dream Land]] | | [[Dream Land N64]] | ||
| style="background:#dfffbf" | Starter | | style="background:#dfffbf" | Starter | ||
| style="background:#dfffbf" | Starter | | style="background:#dfffbf" | Starter | ||
Line 150: | Line 130: | ||
|- | |- | ||
| [[Final Destination]] | | [[Final Destination]] | ||
| style="background:#dfffbf" | Starter | | style="background:#dfffbf" | Starter | ||
| | | style="background:#dfffbf" | Starter | ||
| | |||
|- | |- | ||
| [[Flat Zone]] | | [[Flat Zone]] | ||
Line 162: | Line 142: | ||
| style="background:#dfffbf" | Starter | | style="background:#dfffbf" | Starter | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| Potential for | | Potential for lag during doubles play; too small to properly accommodate more than 2 players | ||
|- | |- | ||
| [[Fourside]] | | [[Fourside]] | ||
Line 172: | Line 152: | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| Solid, middle platform above two lower platforms | | Solid, middle platform above two lower platforms causes stage spikes that result in frequent, low percent KOs and gimps that would not occur in usual circumstances; stage design allows for the potential of circle camping and stalling; left blast line is too close to the stage; too small to accommodate more than 2 players | ||
|- | |- | ||
| [[Green Greens]] | | [[Green Greens]] | ||
| style="background:# | | style="background:#ffbfbf" | Banned (former counterpick) | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| Over-centralizes gameplay on camping; randomly appearing [[bomb]] blocks disrupt normal gameplay | | Over-centralizes gameplay on camping; randomly appearing [[bomb]] blocks disrupt normal gameplay | ||
Line 185: | Line 165: | ||
|- | |- | ||
| [[Jungle Japes]] | | [[Jungle Japes]] | ||
| style="background:# | | style="background:#ffbfbf" | Banned (former counterpick) | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| Overly powerful stage hazard in Klap Trap; unusually high ceiling gives a disproportional advantage to horizontal finishers; high potential for camping and stalling; very poor matchup balance, giving a | | Overly powerful stage hazard in Klap Trap; unusually high ceiling gives a disproportional advantage to horizontal finishers; high potential for camping and stalling; very poor matchup balance, giving a disproportional advantage to characters with projectiles and those that can traverse the stage well | ||
|- | |- | ||
| | | {{SSBM|Kongo Jungle}} | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| Powerful camping position on the rock platform on the bottom right of the stage; | | Powerful camping position on the rock platform on the bottom right of the stage; Klap Trap too powerful and difficult to avoid when it enters the Barrel Cannon | ||
|- | |- | ||
| [[ | | [[Congo Jungle|Kongo Jungle N64]] | ||
| style="background:# | | style="background:#ffbfbf" | Banned (former counterpick) | ||
| style="background:# | | style="background:#ffffbf" | Counterpick | ||
| Above average size gives an advantage to fast or projectile-bearing characters; higher ceiling forces characters to rely more on horizontal KOs; disruptive aesthetics, especially in one-on-one play (pitch-black background, camera errors) | | Above average size gives an advantage to fast or projectile-bearing characters; higher ceiling forces characters to rely more on horizontal KOs; disruptive aesthetics, especially in one-on-one play (pitch-black background, camera errors) | ||
|- | |- | ||
Line 207: | Line 187: | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| Walk-off blast lines; stage is too small; random, disruptive | | Walk-off blast lines; stage is too small; random, disruptive stage hazard in [[Birdo]]; lack of proper "center" platform hinders gameplay, particularly in doubles | ||
|- | |- | ||
| | | {{SSBM|Mute City}} | ||
| style="background:# | | style="background:#ffbfbf" | Banned (former counterpick) | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| Lack of ledges on main platform; main platform poorly accommodates doubles play, being too small and potentially causing slowdown in gameplay; car hazards are overly powerful against fast fallers | | Lack of ledges on main platform; main platform poorly accommodates doubles play, being too small and potentially causing slowdown in gameplay; car hazards are overly powerful against fast fallers | ||
|- | |- | ||
| [[Onett]] | | [[Onett]] | ||
| style="background:# | | style="background:#ffbfbf" | Banned | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| Unusual geometry; overly powerful and frequently appearing stage hazards in cars, which deal in excess of 30% damage and can KO at low percents; no lower blast line; permanent walls promote camping and infinites; walk-off blast lines | | Unusual geometry; overly powerful and frequently appearing stage hazards in cars, which deal in excess of 30% damage and can KO at low percents; no lower blast line; permanent walls promote camping and infinites; walk-off blast lines | ||
|- | |- | ||
| [[Poké Floats]] | | [[Poké Floats]] | ||
| style="background:# | | style="background:#ffbfbf" | Banned (former counterpick) | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| Irregular terrain; scrolling stage; | | Irregular terrain; scrolling stage; circle and run away camping; stalling; potential for stage spikes | ||
|- | |- | ||
| [[Pokémon Stadium]] | | [[Pokémon Stadium]] | ||
| style="background:# | | style="background:#ffffbf" | Counterpick/starter | ||
| style="background:#dfffbf" | Starter | | style="background:#dfffbf" | Starter | ||
| Transformations can allow for wall infinites and camping, especially for Fox and Falco | | Transformations can allow for wall infinites and camping, especially for Fox and Falco. | ||
|- | |- | ||
| [[Princess Peach's Castle]] | | [[Princess Peach's Castle]] | ||
| style="background:# | | style="background:#ffbfbf" | Banned (former counterpick) | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| [[OHKO]] stage hazard in Banzai Bill; walls allow infinites; permanent walls promote camping; separation of large portions of the stage through a castle tower, making it difficult to traverse | | [[OHKO]] stage hazard in Banzai Bill; walls allow infinites; permanent walls promote camping; separation of large portions of the stage through a castle tower, making it difficult to traverse | ||
|- | |- | ||
| [[Rainbow Cruise]] | | [[Rainbow Cruise]] | ||
| style="background:# | | style="background:#ffbfbf" | Banned (former counterpick) | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| Several ungrabbable ledges; disappearing platforms; scrolling stage, giving disproportional advantages to characters with good aerial games, and punishing those which have sluggish aerial speed; over-centralizes gameplay on keeping up with the stage rather than actually fighting; extremely skewed character matchups | | Several ungrabbable ledges; disappearing platforms; scrolling stage, giving disproportional advantages to characters with good aerial games, and punishing those which have sluggish aerial speed; over-centralizes gameplay on keeping up with the stage rather than actually fighting; extremely skewed character matchups | ||
Line 247: | Line 222: | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| style="background:#ffbfbf" | Banned | | style="background:#ffbfbf" | Banned | ||
| Overly large; large | | Overly large; large cave of life in lower area over-centralizes gameplay on [[tech]]ing; multiple areas allow for run away and circle camping; stalling; over-reliance on vertical KOs due to sheer horizontal size; gives an extreme advantage to fast characters or characters who can circle camp around the stage with horribly skewed character matchups, most notoriously towards many already-top/high tier characters (such as {{SSBM|Fox}}, {{SSBM|Jigglypuff}}, and {{SSBM|Samus}}) | ||
|- | |- | ||
| [[Venom]] | | [[Venom]] | ||
Line 271: | Line 246: | ||
In the past, the following stages have been legal counterpicks, but are now banned: | In the past, the following stages have been legal counterpicks, but are now banned: | ||
*[[Big Blue]], [[Brinstar]], [[Corneria]], [[Green Greens]], [[Jungle Japes]], | *[[Big Blue]], [[Brinstar]], [[Corneria]], [[Green Greens]], [[Jungle Japes]], {{SSBM|Kongo Jungle}}, [[Congo Jungle|Kongo Jungle (N64)]], {{SSBM|Mushroom Kingdom}}, [[Mushroom Kingdom II]], {{SSBM|Mute City}}, [[Onett]], [[Poké Floats]], [[Princess Peach's Castle]], [[Rainbow Cruise]], {{SSBM|Yoshi's Island}} | ||
The following stages have never been legal in competitive ''Melee'' history: | The following stages have never been legal in competitive ''Melee'' history: | ||
*[[Brinstar Depths]], [[Flat Zone]], [[Fourside]], [[Great Bay]], [[Icicle Mountain]], [[Temple]], [[Venom]], [[Yoshi's Island (SSB)|Yoshi's Island (N64)]] | *[[Brinstar Depths]], [[Flat Zone]], [[Fourside]], [[Great Bay]], [[Icicle Mountain]], [[Temple]], [[Venom]], [[Yoshi's Island (SSB)|Yoshi's Island (N64)]] | ||
Line 277: | Line 252: | ||
==Stage legality in ''[[Brawl]]''== | ==Stage legality in ''[[Brawl]]''== | ||
:''For finer-grained status descriptions, see [[Tournament legal (SSBB)]]. | :''For finer-grained status descriptions, see [[Tournament legal (SSBB)]]. | ||
''Brawl'' | ''Brawl'' has a highly fragmented and argumentive community when it comes to which stages should be legal. As a result, the stage legality list is significantly messier than the previous two games, with most stages being disputed in one way or another. Additionally, a stage's legal status is heavily influenced by {{SSBB|Meta Knight}}'s legality, as he tends to gain even more drastic advantages on many fringe stages. Thus tournaments that ban Meta Knight tend to allow more stages than tournaments that keep him legal. | ||
This table shows the status of each stage using a four-tier system. | |||
*Tier 0 stages are legal in all rulesets. | |||
*Tier 1 stages are usually legal, but may be banned in restrictive rulesets such as some Japanese rulesets. | |||
*Tier 2 stages are the most contentious; they may be legal, or they may be banned. | |||
*Tier 3 stages are usually illegal, but may be legal in experimental rulesets. | |||
*Tier 4 stages are completely illegal. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
Line 283: | Line 265: | ||
! Stage | ! Stage | ||
! Status | ! Status | ||
! Commonly cited reasons for | ! Commonly cited reasons for banning | ||
|- | |- | ||
| [[75m]] | | [[75m]] | ||
| style="background:#ffbfbf" | | | style="background:#ffbfbf" | Tier 4 | ||
| Overly large; camera has zooming issues and difficulty following characters; excessive stalling potential; random, powerful stage hazards; too difficult to move around the stage; walk off blast lines; very poor matchup balance, where characters with powerful and flexible air games, as well as those who can camp with projectiles, have a disproportional advantage | | Overly large; camera has zooming issues and difficulty following characters; excessive stalling potential; random, powerful stage hazards; too difficult to move around the stage; walk off blast lines; very poor matchup balance, where characters with powerful and flexible air games, as well as those who can camp with projectiles, have a disproportional advantage | ||
|- | |- | ||
| {{SSBB|Battlefield}} | | {{SSBB|Battlefield}} | ||
| style="background:# | | style="background:#bfdfff" | Tier 0 | ||
| | | | ||
|- | |- | ||
| [[Big Blue|Big Blue (Melee)]] | | [[Big Blue|Big Blue (Melee)]] | ||
| style="background:#ffbfbf" | | | style="background:#ffbfbf" | Tier 4 | ||
| Random terrain; scrolling stage; ground too close to the cars; gives a disproportional advantage to faster moving characters; stage moves too fast for usual gameplay; too much emphasis on platforming | | Random terrain; scrolling stage; ground too close to the cars; gives a disproportional advantage to faster moving characters; stage moves too fast for usual gameplay; too much emphasis on platforming | ||
|- | |- | ||
| [[Bridge of Eldin]] | | [[Bridge of Eldin]] | ||
| style="background:# | | style="background:#ffdfbf" | Tier 3 | ||
| High potential for camping/stalling; walk off blast lines; overly powerful stage hazard in the bomb thrown by King Bulbin; bottom blast line is not always available; abnormally high ceiling and walk-offs give a disproportional advantage to horizontal finishers. Has only seen legal usage in some Japanese doubles tournaments; banned elsewhere. | | High potential for camping/stalling; walk off blast lines; overly powerful stage hazard in the bomb thrown by King Bulbin; bottom blast line is not always available; abnormally high ceiling and walk-offs give a disproportional advantage to horizontal finishers. Has only seen legal usage in some Japanese doubles tournaments; banned elsewhere. | ||
|- | |- | ||
| [[Brinstar]] | | [[Brinstar]] | ||
| style="background:# | | style="background:#ffffbf" | Tier 2 | ||
| Irregular stage design; acid disrupts gameplay; main platform allows [[sharking]], poor matchup balance, where air based characters gain a significant advantage, most notoriously {{SSBB|Meta Knight}}. Meta Knight's advantage on the stage is so large that it's universally banned nowadays in Meta Knight legal tournaments, but it may see legality in Meta Knight banned tournaments. | | Irregular stage design; acid disrupts gameplay; main platform allows [[sharking]], poor matchup balance, where air based characters gain a significant advantage, most notoriously {{SSBB|Meta Knight}}. Meta Knight's advantage on the stage is so large that it's universally banned nowadays in Meta Knight legal tournaments, but it may see legality in Meta Knight banned tournaments. | ||
|- | |- | ||
| [[Castle Siege]] | | [[Castle Siege]] | ||
| style="background:# | | style="background:#dfffbf" | Tier 1 | ||
| Second [[stage transformation]] and the transition between stage transformations have walk offs; second stage transformation has no access to a bottom blast line and thus does not allow offstage gameplay; second transformation is very large and allows ease of platform camping. | | Second [[stage transformation]] and the transition between stage transformations have walk offs; second stage transformation has no access to a bottom blast line and thus does not allow offstage gameplay; second transformation is very large and allows ease of platform camping. | ||
|- | |- | ||
| [[Corneria|Corneria (Melee)]] | | [[Corneria|Corneria (Melee)]] | ||
| style="background:#ffbfbf" | | | style="background:#ffbfbf" | Tier 4 | ||
| Close blast lines and an abnormally low ceiling, which gives a disproportional advantage to vertical finishers; excessive camping/stalling behind the big fin; fin allows for wall infinites | | Close blast lines and an abnormally low ceiling, which gives a disproportional advantage to vertical finishers; excessive camping/stalling behind the big fin; fin allows for wall infinites | ||
|- | |- | ||
| [[Delfino Plaza]] | | [[Delfino Plaza]] | ||
| style="background:# | | style="background:#dfffbf" | Tier 1 | ||
| Several stage transformations have walls and/or walk offs; primary section of the stage on the hovering platform allows sharking. Meta Knight legal tournaments that don't intend to be as limited as the Japanese ruleset may ban the stage, solely due to Meta Knight's prowess on the stage. | | Several stage transformations have walls and/or walk offs; primary section of the stage on the hovering platform allows sharking. Meta Knight legal tournaments that don't intend to be as limited as the Japanese ruleset may ban the stage, solely due to Meta Knight's prowess on the stage. | ||
|- | |- | ||
| [[Distant Planet]] | | [[Distant Planet]] | ||
| style="background:# | | style="background:#ffdfbf" | Tier 3 | ||
| Walk off blast line; | | Walk off blast line; an instant KO stage hazard in the Red Bulborb, which can drag players off screen; unreasonably powerful camping position at the bottom of the ramp underneath the platform; stage design allows the potential for circle camping | ||
|- | |- | ||
| {{SSBB|Final Destination}} | | {{SSBB|Final Destination}} | ||
| style="background:# | | style="background:#bfdfff" | Tier 0 | ||
| | | | ||
|- | |- | ||
| [[Flat Zone 2]] | | [[Flat Zone 2]] | ||
| style="background:#ffbfbf" | | | style="background:#ffbfbf" | Tier 4 | ||
| Randomness of the stage; overly small; numerous damaging and powerful stage hazards; no bottom blast line; walk off blast lines | | Randomness of the stage; overly small; numerous damaging and powerful stage hazards; no bottom blast line; walk off blast lines | ||
|- | |- | ||
| [[Frigate Orpheon]] | | [[Frigate Orpheon]] | ||
| style="background:# | | style="background:#dfffbf" | Tier 1 | ||
| The stage flipping between its two transformations is susceptible to causing what is commonly seen as unwarranted self destructs; the first stage transformation has no grabbable ledge on the right side of the stage, giving a disproportional disadvantage to characters with tether recoveries and other characters who heavily rely on the ledge to recover. Meta Knight legal tournaments that don't intend to be as limited as the Japanese ruleset may ban the stage solely due to Meta Knight's prowess on the stage. | | The stage flipping between its two transformations is susceptible to causing what is commonly seen as unwarranted self destructs; the first stage transformation has no grabbable ledge on the right side of the stage, giving a disproportional disadvantage to characters with tether recoveries and other characters who heavily rely on the ledge to recover. Meta Knight legal tournaments that don't intend to be as limited as the Japanese ruleset may ban the stage solely due to Meta Knight's prowess on the stage. | ||
|- | |- | ||
| [[Green Greens]] | | [[Green Greens]] | ||
| style="background:# | | style="background:#ffdfbf" | Tier 3 | ||
| Over-centralises gameplay on camping; randomly appearing [[bomb]] blocks disrupt normal gameplay; blocks allow for wall infinites | | Over-centralises gameplay on camping; randomly appearing [[bomb]] blocks disrupt normal gameplay; blocks allow for wall infinites | ||
|- | |- | ||
| [[Green Hill Zone]] | | [[Green Hill Zone]] | ||
| style="background:#ffbfbf" | | | style="background:#ffbfbf" | Tier 4 | ||
| Excessive camping near checkpoint hazard; walk off blast lines; bottom blast line is not always available; horizontal blast lines that are close with walk-offs and a high ceiling give a disproportional advantage to horizontal finishers | | Excessive camping near checkpoint hazard; walk off blast lines; bottom blast line is not always available; horizontal blast lines that are close with walk-offs and a high ceiling give a disproportional advantage to horizontal finishers | ||
|- | |- | ||
| [[Halberd]] | | [[Halberd]] | ||
| style="background:# | | style="background:#dfffbf" | Tier 1 | ||
| Stage has a rather low ceiling, giving a disproportional advantage to vertical finishers; the hovering platform portion of the stage allows sharking; the Halberd Bridge portion of the stage has powerful stage hazards. Meta Knight legal tournaments that don't intend to be as limited as the Japanese ruleset may ban the stage solely due to Meta Knight's prowess on the stage. | | Stage has a rather low ceiling, giving a disproportional advantage to vertical finishers; the hovering platform portion of the stage allows sharking; the Halberd Bridge portion of the stage has powerful stage hazards. Meta Knight legal tournaments that don't intend to be as limited as the Japanese ruleset may ban the stage solely due to Meta Knight's prowess on the stage. | ||
|- | |- | ||
| [[Hanenbow]] | | [[Hanenbow]] | ||
| style="background:#ffbfbf" | | | style="background:#ffbfbf" | Tier 4 | ||
| Stage is overly large; irregular stage design forces major gameplay changes; high camping/stalling potential | | Stage is overly large; irregular stage design forces major gameplay changes; high camping/stalling potential | ||
|- | |- | ||
| [[Jungle Japes]] | | [[Jungle Japes]] | ||
| style="background:# | | style="background:#ffdfbf" | Tier 3 | ||
| Overly powerful stage hazard in Klap Trap; unusually high ceiling gives a disproportional advantage to horizontal finishers; high potential for camping and stalling; very poor matchup balance, giving a disproportional advantage to characters with projectiles and those that can traverse the stage well (most notoriously {{SSBB|Falco}}, to where the stage is seen as an autowin for Falco in most matchups). | | Overly powerful stage hazard in Klap Trap; unusually high ceiling gives a disproportional advantage to horizontal finishers; high potential for camping and stalling; very poor matchup balance, giving a disproportional advantage to characters with projectiles and those that can traverse the stage well (most notoriously {{SSBB|Falco}}, to where the stage is seen as an autowin for Falco in most matchups). | ||
|- | |- | ||
| [[Luigi's Mansion]] | | [[Luigi's Mansion]] | ||
| style="background:# | | style="background:#ffdfbf" | Tier 3 | ||
| Impassable platforms create caves of life; stage design allows the potential for circle camping | | Impassable platforms create caves of life; stage design allows the potential for circle camping | ||
|- | |- | ||
| [[Lylat Cruise]] | | [[Lylat Cruise]] | ||
| style="background:# | | style="background:#bfdfff" | Tier 0 | ||
| | | | ||
|- | |- | ||
| [[Mario Bros.]] | | [[Mario Bros. (stage)|Mario Bros.]] | ||
| style="background:#ffbfbf" | | | style="background:#ffbfbf" | Tier 4 | ||
| [[Gameplay]] is vastly altered by stage | | [[Gameplay]] is vastly altered by stage enemies; overly powerful stage hazards; impassable platforms create caves of life; walk off blast lines; no lower blast line | ||
|- | |- | ||
| | | {{SSBB|Mario Circuit}} | ||
| style="background:#ffbfbf" | | | style="background:#ffbfbf" | Tier 4 | ||
| High potential for camping/stalling; walk | | High potential for camping/stalling; walk off blast lines; frequent stage hazard in karts that often disrupt gameplay; no lower blast line | ||
|- | |- | ||
| [[Mushroomy Kingdom]] (1-1 and 1-2) | | [[Mushroomy Kingdom]] (1-1 and 1-2) | ||
| style="background:#ffbfbf" | | | style="background:#ffbfbf" | Tier 4 | ||
| Scrolling stage; stage moves too fast for usual gameplay; bricks create caves of life, especially in 1-2; ledges are not grabbable; walk-off blast lines | | Scrolling stage; stage moves too fast for usual gameplay; bricks create caves of life, especially in 1-2; ledges are not grabbable; walk-off blast lines | ||
|- | |- | ||
| [[New Pork City]] | | [[New Pork City]] | ||
| style="background:#ffbfbf" | | | style="background:#ffbfbf" | Tier 4 | ||
| Stage is overly large; walls allow for wall infinites; excessive stalling/camping potential; [[camera]] has zooming problems; OHKO stage hazard in the [[Ultimate Chimera]]; stage is abnormally difficult to traverse, disrupting gameplay | | Stage is overly large; walls allow for wall infinites; excessive stalling/camping potential; [[camera]] has zooming problems; OHKO stage hazard in the [[Ultimate Chimera]]; stage is abnormally difficult to traverse, disrupting gameplay | ||
|- | |- | ||
| [[Norfair]] | | [[Norfair]] | ||
| style="background:# | | style="background:#ffdfbf" | Tier 3 | ||
| Overly powerful, frequent stage hazards that disrupt usual gameplay; stage has many ledges that can be easily abused. | | Overly powerful, frequent stage hazards that disrupt usual gameplay; stage has many ledges that can be easily abused. | ||
|- | |- | ||
|[[Onett|Onett (Melee)]] | |[[Onett|Onett (Melee)]] | ||
| style="background:# | | style="background:#ffdfbf" | Tier 3 | ||
| Irregular stage design; frequent stage hazard in cars disrupt gameplay; walls allow infinites; walk | | Irregular stage design; frequent stage hazard in cars disrupt gameplay; walls allow infinites; walk off blast lines; no lower blast line | ||
|- | |- | ||
|[[Pictochat]] | |[[Pictochat]] | ||
| style="background:# | | style="background:#ffdfbf" | Tier 3 | ||
| The order in which the drawings appear on the stage is random, and the time to prepare for each drawing is minimal; some drawings can cause a player to be KO'd or fail a recovery against their control (such as the Eyes drawing preventing a recovering character from grabbing the left ledge, or the Gusty Gus drawing appearing and stage spiking a character after they have been knocked back); some drawings create walls, allowing wall infinites; some drawings promote camping; overly powerful stage hazards; numerous glitches can occur on the stage, such as the [[Earthquake glitch]] and the [[Spin glitch]] | | The order in which the drawings appear on the stage is random, and the time to prepare for each drawing is minimal; some drawings can cause a player to be KO'd or fail a recovery against their control (such as the Eyes drawing preventing a recovering character from grabbing the left ledge, or the Gusty Gus drawing appearing and stage spiking a character after they have been knocked back); some drawings create walls, allowing wall infinites; some drawings promote camping; overly powerful stage hazards; numerous glitches can occur on the stage, such as the [[Earthquake glitch]] and the [[Spin glitch]] | ||
|- | |- | ||
| [[Pirate Ship]] | | [[Pirate Ship]] | ||
| style="background:# | | style="background:#ffdfbf" | Tier 3 | ||
| High potential for stalling in the water or under the ship's rudder; overly powerful stage hazards | | High potential for stalling in the water or under the ship's rudder; overly powerful stage hazards | ||
|- | |- | ||
| [[Pokémon Stadium]] | | [[Pokémon Stadium]] | ||
| style="background:# | | style="background:#bfdfff" | Tier 0 | ||
| | | | ||
|- | |- | ||
| [[Pokémon Stadium 2]] | | [[Pokémon Stadium 2]] | ||
| style="background:# | | style="background:#ffffbf" | Tier 2 | ||
| Stage transformations can cause what many players see as large, disruptive gameplay changes; wind transformation reduces gravity; ice transformation has slippery terrain; electric transformation has large, fast | | Stage transformations can cause what many players see as large, disruptive gameplay changes; wind transformation reduces gravity; ice transformation has slippery terrain; electric transformation has large, fast moving conveyor belts that disrupt usual gameplay; all transformations but ice have powerful camping positions and high potential for stalling. One of the most heavily debated stages, as many players have vouched for the stage and argue its transformations to not be as disruptive as commonly claimed, or in some cases that its transformations are even beneficial to gameplay. Many other players however adamantly refuse to touch the stage, and thus it remains commonly banned. | ||
|- | |- | ||
| [[Port Town Aero Dive]] | | [[Port Town Aero Dive]] | ||
| style="background:# | | style="background:#ffdfbf" | Tier 3 | ||
| Randomness of the stage; overly powerful stage hazards in the cars (which can KO under 50%); cars can be difficult to see coming due to the colors and their speed; main platform has no grabbable ledges | | Randomness of the stage; overly powerful stage hazards in the cars (which can KO under 50%); cars can be difficult to see coming due to the colors and their speed; main platform has no grabbable ledges | ||
|- | |- | ||
| [[Rainbow Cruise]] | | [[Rainbow Cruise]] | ||
| style="background:# | | style="background:#ffffbf" | Tier 2 | ||
| Scrolling stage; some portions of the stage have no grabbable ledges; some portions of the stage have walls, allowing wall infinites or walk-off blast lines, creating an over-centralisation on horizontal KO moves; poor matchup balance, where air | | Scrolling stage; some portions of the stage have no grabbable ledges; some portions of the stage have walls, allowing wall infinites or walk-off blast lines, creating an over-centralisation on horizontal KO moves; poor matchup balance, where air based characters have a significant advantage, most notoriously Meta Knight. Meta Knight's advantage on the stage is so large that it's universally banned nowadays in Meta Knight legal tournaments, but it may see legality in Meta Knight banned tournaments. | ||
|- | |- | ||
| [[Rumble Falls]] | | [[Rumble Falls]] | ||
| style="background:#ffbfbf" | | | style="background:#ffbfbf" | Tier 4 | ||
| Scrolling stage; gives a disproportional advantage to characters with fast, high jumps; punishes characters who rely on [[Tether|tether recoveries]]; first spike is an OHKO stage hazard if not teched; irregular stage design forces major gameplay changes, given an emphasis on keeping up with the stage instead of fighting | | Scrolling stage; gives a disproportional advantage to characters with fast, high jumps; punishes characters who rely on [[Tether|tether recoveries]]; first spike is an OHKO stage hazard if not teched; irregular stage design forces major gameplay changes, given an emphasis on keeping up with the stage instead of fighting | ||
|- | |- | ||
| [[Shadow Moses Island]] | | [[Shadow Moses Island]] | ||
| style="background:#ffbfbf" | | | style="background:#ffbfbf" | Tier 4 | ||
| No lower blast line; walls block access to side blast lines when not destroyed; over-centralisation on teching; game mechanics change too quickly when walls are destroyed or up, giving a disproportional advantage to vertical finishers when the walls | | No lower blast line; walls block access to side blast lines when not destroyed; over-centralisation on teching; game mechanics change too quickly when walls are destroyed or up, giving a disproportional advantage to vertical finishers when the walls up, and giving that advantage to horizontal finishers when they're down; walls allow for wall infinites; walk off blast lines when the walls are destroyed; a glitch can allow characters to stay on the other side of the walls when they rebuild, allowing the character to safely camp there until the wall is destroyed again | ||
|- | |- | ||
| [[Skyworld]] | | [[Skyworld]] | ||
| style="background:#ffbfbf" | | | style="background:#ffbfbf" | Tier 4 | ||
| Impassable platforms; cave of life in centre of stage creates an over-centralisation on teching; the combination of "supersoft platforms" and the aforementioned impassable platforms results in frequent onstage [[stage spike]]s, that cause frequent low damage KOs on the stage from what should be a neutral position; potential slowdown in doubles | | Impassable platforms; cave of life in centre of stage creates an over-centralisation on teching; the combination of "supersoft platforms" and the aforementioned impassable platforms results in frequent onstage [[stage spike]]s, that cause frequent low damage KOs on the stage from what should be a neutral position; potential slowdown in doubles | ||
|- | |- | ||
| [[Smashville]] | | [[Smashville]] | ||
| style="background:# | | style="background:#bfdfff" | Tier 0 | ||
| | | | ||
|- | |- | ||
| [[Spear Pillar]] | | [[Spear Pillar]] | ||
| style="background:#ffbfbf" | | | style="background:#ffbfbf" | Tier 4 | ||
| Randomness of [[Pokémon]] attacks; overly powerful stage hazards caused by Pokémon; Pokémon can cause disruptive changes in gameplay, such as slowing down time, reducing gravity, and reversing control; stage design allows the potential for circle camping; lower area of the stage provides a large cave of life | | Randomness of [[Pokémon]] attacks; overly powerful stage hazards caused by Pokémon; Pokémon can cause disruptive changes in gameplay, such as slowing down time, reducing gravity, and reversing control; stage design allows the potential for circle camping; lower area of the stage provides a large cave of life | ||
|- | |- | ||
| [[Summit]] | | [[Summit]] | ||
| style="background:#ffbfbf" | | | style="background:#ffbfbf" | Tier 4 | ||
| Terrain is [[slippery]]; lower gravity occurs at one point of the stage; | | Terrain is [[slippery]]; lower gravity occurs at one point of the stage; instant KO stage hazard of the [[fish]], which quickly drags characters beneath the lower blast line with no hope of survival; ledges are not grabbable, giving a disproportional disadvantage to characters who rely on ledges to recover, especially those with [[Tether recovery|tether recoveries]]; lower area provides a cave of life; stage design allows the potential for circle camping | ||
|- | |- | ||
| [[Temple|Temple (Melee)]] | | [[Temple|Temple (Melee)]] | ||
| style="background:#ffbfbf" | | | style="background:#ffbfbf" | Tier 4 | ||
| Overly large; large cave of life in lower area over-centralises gameplay on teching; multiple areas allow for run away and circle camping; excessive stalling potential; gives an extreme advantage to fast characters (most notably Fox) | | Overly large; large cave of life in lower area over-centralises gameplay on teching; multiple areas allow for run away and circle camping; excessive stalling potential; gives an extreme advantage to fast characters (most notably Fox) | ||
|- | |- | ||
| [[WarioWare, Inc.]] | | [[WarioWare, Inc.]] | ||
| style="background:#ffbfbf" | | | style="background:#ffbfbf" | Tier 4 | ||
| Random bonuses from Microgames have an over-centralising effect, to where someone can win | | Random bonuses from Microgames have an over-centralising effect, to where someone can win being luckier with the bonuses; walk off blast lines during microgames; overly powerful stage hazards during microgames | ||
|- | |- | ||
| {{SSBB|Yoshi's Island}} | | {{SSBB|Yoshi's Island}} | ||
| style="background:# | | style="background:#bfdfff" | Tier 0 | ||
| | | | ||
|- | |- | ||
| [[Yoshi's Island (SSBM)|Yoshi's Island (Melee)]] | | [[Yoshi's Island (SSBM)|Yoshi's Island (Melee)]] | ||
| style="background:# | | style="background:#ffdfbf" | Tier 3 | ||
| Rotating block platforms create caves of life; walk off blast lines; marginalizes offstage skills; blast lines are abnormally close to the stage | | Rotating block platforms create caves of life; walk off blast lines; marginalizes offstage skills; blast lines are abnormally close to the stage | ||
|} | |} | ||
Additionally, the community at large has universally agreed to not consider the [[sample stages]] in the [[Stage Builder]] as official stages. As a result, the existence of the stages themselves is ignored by all rulesets, and they have been banned from day one. Despite this, it is still trivial to reason for the stages' banning were they to be competitively analyzed: Hole has no edges that can be grabbed from the outside and contains a stalling location in the lower-left spikes, Bath blocks all but vertical KOs and allows for wall infinites, and Maze's irregular design makes it easy to stall, circle camp and survive by teching much like Temple. | |||
Additionally, the community at large has | |||
==Stage legality in ''[[Super Smash Bros. for Nintendo 3DS]]''== | ==Stage legality in ''[[Super Smash Bros. for Nintendo 3DS]]''== | ||
Since the release of its home console counterpart, {{for3ds}} has had minimal tournament presence. The following stage list is used by [[Anther's Ladder]] for 3DS netplay | Since the release of its home console counterpart, {{for3ds}} has had minimal tournament presence. The following stage list is used by [[Anther's Ladder]] for 3DS netplay: | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|- | |- | ||
! Stage !! Status !! Commonly cited reasons for | ! Stage !! Status !! Commonly cited reasons for banning | ||
|- | |- | ||
| {{SSB4|Battlefield}} || style="background:#dfffbf" | Starter || | | {{SSB4|Battlefield}} || style="background:#dfffbf" | Starter || | ||
Line 547: | Line 465: | ||
| [[Spirit Train]] || style="background:#ffbfbf" | Banned || Distant blast lines; train stage hazards and train tracks are too powerful; lower blast line is absent; potential for walk-off blast lines in some transformations | | [[Spirit Train]] || style="background:#ffbfbf" | Banned || Distant blast lines; train stage hazards and train tracks are too powerful; lower blast line is absent; potential for walk-off blast lines in some transformations | ||
|- | |- | ||
| [[Hyrule Castle (64)]] || style="background:#ffbfbf" | Banned || Too large; blast lines are too distant from stage; | | [[Hyrule Castle (64)]] || style="background:#ffbfbf" | Banned || Too large; blast lines are too distant from stage; tornados are too powerful and can easily KO opponents at low percentages; Rapetent at the stage's right side can promote stalling and camping, as well as create a cave of life | ||
|- | |- | ||
| [[Brinstar]] || style="background:#ffbfbf" | Banned || Lava stage hazard is too powerful, especially against fast-fallers; stage creates significant reliance on aerial games, punishing characters that need to stay on the ground; irregular, disruptive design that can frequently change | | [[Brinstar]] || style="background:#ffbfbf" | Banned || Lava stage hazard is too powerful, especially against fast-fallers; stage creates significant reliance on aerial games, punishing characters that need to stay on the ground; irregular, disruptive design that can frequently change | ||
|- | |- | ||
| [[ | | [[Dream_Land_(SSB4)|Dream Land]] || style="background:#ffbfbf" | Banned || Scrolling overcentralizes gameplay on keeping up with the stage, giving a strong benefit to characters with good mobility; frequent walk-off blast lines; lower blast line is frequently absent | ||
|- | |- | ||
| [[Dream Land (64)]] || style="background:#ffffbf" | Counterpick || | | [[Dream Land (64)]] || style="background:#ffffbf" | Counterpick || | ||
|- | |- | ||
| [[Corneria]] || style="background:#ffbfbf" | Banned || Too large; upper blast line is too close to stage; Arwings and Wolfen can disrupt gameplay; back fin of the stage can promote camping and wall combos | | [[Corneria]] || style="background:#ffbfbf" | Banned || Too large; upper blast line is too close to stage; Arwings and Wolfen can disrupt gameplay; back fin of the stage can promote camping and wall combos | ||
Line 561: | Line 479: | ||
| [[Prism Tower]] || style="background:#ffffbf" | Counterpick || Some transformations feature walk-off blast lines. | | [[Prism Tower]] || style="background:#ffffbf" | Counterpick || Some transformations feature walk-off blast lines. | ||
|- | |- | ||
| [[ | | [[Mute City]] || style="background:#ffbfbf" | Banned || Lack of bottom blast line; road is too powerful a stage hazard; potentially random placement of F-Zero racers; provides signifiant advantage to characters with good aerial mobility | ||
|- | |- | ||
| [[Magicant]] || style="background:#ffbfbf" | Banned || Flying Men are too powerful a stage hazard and overcentralize gameplay on camping on the rightmost platform. | | [[Magicant]] || style="background:#ffbfbf" | Banned || Flying Men are too powerful a stage hazard and overcentralize gameplay on camping on the rightmost platform. | ||
Line 581: | Line 499: | ||
| [[Gaur Plain]] || style="background:#ffbfbf" | Banned || Too large; promotes camping and circle camping; walk-off blast lines; grants advantage to characters with good aerial mobility | | [[Gaur Plain]] || style="background:#ffbfbf" | Banned || Too large; promotes camping and circle camping; walk-off blast lines; grants advantage to characters with good aerial mobility | ||
|- | |- | ||
| {{b|Duck Hunt|stage}} || style="background:# | | {{b|Duck Hunt|stage}} || style="background:#ffffbf" | Counterpick || Tree on left side of stage can promote camping and stalling; Duck Hunt Dog can be disruptive; blast lines are close to stage | ||
|- | |- | ||
| [[Balloon Fight]] || style="background:#ffbfbf" | Banned || Walk-off blast lines; Fish and other stage hazards are too disruptive and powerful; lower blast line is difficult to utilize | | [[Balloon Fight]] || style="background:#ffbfbf" | Banned || Walk-off blast lines; Fish and other stage hazards are too disruptive and powerful; lower blast line is difficult to utilize | ||
Line 601: | Line 519: | ||
| [[Pac-Maze]] || style="background:#ffbfbf" | Banned || Cave of life potential; high upper blast line overcentralizes gameplay on horizontal finishers; ghosts too powerful and disruptive a hazard; overcentralization on collecting pellets, which can grant buffs to players | | [[Pac-Maze]] || style="background:#ffbfbf" | Banned || Cave of life potential; high upper blast line overcentralizes gameplay on horizontal finishers; ghosts too powerful and disruptive a hazard; overcentralization on collecting pellets, which can grant buffs to players | ||
|- | |- | ||
| [[Suzaku Castle]] || style="background:#ffbfbf" | Banned || | | [[Suzaku Castle]] || style="background:#ffbfbf" | Banned || Walk-off blast lines on right side of the stage | ||
|- | |- | ||
| [[Umbra Clock Tower]] || style="background:#ffbfbf" | Banned || Some stage transformations feature walk-off blast lines and caves of life; aesthetics can disrupt regular gameplay | | [[Umbra Clock Tower]] || style="background:#ffbfbf" | Banned || Some stage transformations feature walk-off blast lines and caves of life; aesthetics can disrupt regular gameplay | ||
Line 609: | Line 527: | ||
Like ''Brawl'', there is no uniform stagelist for {{forwiiu}}, with some differences and disagreements on stage categories between areas. The table below generally uses the most commonly accepted legality for each stage. | Like ''Brawl'', there is no uniform stagelist for {{forwiiu}}, with some differences and disagreements on stage categories between areas. The table below generally uses the most commonly accepted legality for each stage. | ||
===Banned Stages=== | |||
Every stage listed below has been banned in almost every major tournament, including all those listed above. | |||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
|- | |- | ||
!Stage | !Stage | ||
!Status | !Status | ||
!Commonly cited reasons for | !Commonly cited reasons for banning | ||
|- | |- | ||
|[[Ω form]]s | |[[Ω form]]s | ||
|style="background:#C0C0C0" | Varies || Sometimes banned due to being identical to Final Destination; sometimes legal as an alternative to Final Destination due to Ω forms sometimes having different blast line distances or main platform shapes | |style="background:#C0C0C0" | Varies || Sometimes banned due to being identical to Final Destination; sometimes legal as an alternative to Final Destination due to Ω forms sometimes having different blast line distances or main platform shapes | ||
|- | |- | ||
| | |[[Battlefield]] | ||
|style="background:#dfffbf" | Starter || | |style="background:#dfffbf" | Starter || | ||
|- | |- | ||
Line 633: | Line 553: | ||
|style="background:#ffbfbf" | Banned || Stage has constant walk-off blast lines and lacks a lower blast line; unusual curvature and gravity of the stage can also impact gameplay physics | |style="background:#ffbfbf" | Banned || Stage has constant walk-off blast lines and lacks a lower blast line; unusual curvature and gravity of the stage can also impact gameplay physics | ||
|- | |- | ||
| | |{{SSB4|Mario Circuit}} | ||
|style="background:#ffbfbf" | Banned || Some transformations of the stage can block off blast lines; Shy Guy racers too powerful a stage hazard | |style="background:#ffbfbf" | Banned || Some transformations of the stage can block off blast lines; Shy Guy racers too powerful a stage hazard | ||
|- | |- | ||
|[[Delfino Plaza]] | |[[Delfino Plaza]] | ||
|style="background:# | |style="background:#ffbfbf" | Banned || Stage transformations can have walk-off blast lines or no lower blast line; some potentially powerful camping spots; strongly benefits characters with good air mobility | ||
|- | |- | ||
|[[ | |[[Mario Circuit (SSBB)|Mario Circuit (Brawl)]] | ||
|style="background:#ffbfbf" | Banned || Stage has constant walk-off blast lines and lacks a lower blast line; Shy Guy racers too powerful and disruptive a stage hazard | |style="background:#ffbfbf" | Banned || Stage has constant walk-off blast lines and lacks a lower blast line; Shy Guy racers too powerful and disruptive a stage hazard | ||
|- | |- | ||
Line 649: | Line 569: | ||
|- | |- | ||
|[[Skyloft]] | |[[Skyloft]] | ||
|style="background:# | |style="background:#ffbfbf" | Banned || The underside of stage can meteor smash players | ||
|- | |- | ||
|[[Bridge of Eldin]] | |[[Bridge of Eldin]] | ||
Line 673: | Line 593: | ||
|- | |- | ||
|[[Dream Land 64]] | |[[Dream Land 64]] | ||
|style="background:#ffffbf" | Counterpick || | |style="background:#ffffbf" | Counterpick || | ||
|- | |- | ||
|[[The Great Cave Offensive]] | |[[The Great Cave Offensive]] | ||
Line 679: | Line 599: | ||
|- | |- | ||
|[[Halberd]] | |[[Halberd]] | ||
|style="background:# | |style="background:#ffbfbf" | Banned || Opening transformation features walk-off blast lines; Halberd's armaments are too powerful and disruptive to gameplay; low upper blast line creates overreliance on vertical finishers | ||
|- | |- | ||
|[[Orbital Gate Assault]] | |[[Orbital Gate Assault]] | ||
|style="background:#ffbfbf" | Banned || Unconventional layout; stage can be difficult to transverse; | |style="background:#ffbfbf" | Banned || Unconventional layout; stage can be difficult to transverse; Arwings and Wolfen stage hazards are too powerful and disruptive | ||
|- | |- | ||
|[[Lylat Cruise]] | |[[Lylat Cruise]] | ||
|style="background:# | |style="background:#dfffbf" | Starter|| | ||
|- | |- | ||
|[[Kalos Pokémon League]] | |[[Kalos Pokémon League]] | ||
Line 700: | Line 620: | ||
|- | |- | ||
|[[Castle Siege]] | |[[Castle Siege]] | ||
|style="background:# | |style="background:#ffbfbf" | Banned || Second stage transformation and transitions feature walk-off blast lines; first and third transformations are too small to accommodate doubles; second stage transformation is too large and potentially promotes camping, circle camping, and stalling | ||
|- | |- | ||
|[[Flat Zone X]] | |[[Flat Zone X]] | ||
Line 706: | Line 626: | ||
|- | |- | ||
|[[Palutena's Temple]] | |[[Palutena's Temple]] | ||
|style="background:#ffbfbf" | Banned || Too large; promotes circle camping; spikes and hazards too powerful and disruptive; frequent caves of life; promotes characters that can easily | |style="background:#ffbfbf" | Banned || Too large; promotes circle camping; spikes and hazards too powerful and disruptive; frequent caves of life; promotes characters that can easily manuver the stage | ||
|- | |- | ||
|[[Skyworld]] | |[[Skyworld]] | ||
Line 727: | Line 647: | ||
|- | |- | ||
|[[Boxing Ring]] | |[[Boxing Ring]] | ||
|style="background:#ffbfbf" | Banned || Walk- | |style="background:#ffbfbf" | Banned || Walk-offs blast lines; no lower blast line; too large; hanging lights are too strong a stage hazard and can promote camping | ||
|- | |- | ||
|[[Gaur Plain]] | |[[Gaur Plain]] | ||
|style="background:#ffbfbf" | Banned || Too large; walk-off blast lines; stage unfairly benefits characters with good aerial mobility; Metal Face | |style="background:#ffbfbf" | Banned || Too large; walk-off blast lines; stage unfairly benefits characters with good aerial mobility; Metal Face too strong and disruptive a stage hazard | ||
|- | |- | ||
|[[ | |[[Duck Hunt]] | ||
|style="background:# | |style="background:#ffffbf" | Counterpick || Tree on left side of stage can promote camping and stalling; Duck Hunt Dog can be disruptive; blast lines are close to stage | ||
|- | |- | ||
|[[Kongo Jungle 64]] | |[[Kongo Jungle 64]] | ||
|style="background:#ffbfbf" | Banned || Too large; several potentially powerful camping positions; high ceiling causes | |style="background:#ffbfbf" | Banned || Too large; several potentially powerful camping positions; high ceiling causes overreliance on horizontal finishers; disruptive gameplay elements due to the stage's poor lighting and generally zoomed-out camera | ||
|- | |- | ||
|[[75m]] | |[[75m]] | ||
Line 748: | Line 668: | ||
|- | |- | ||
|[[Wuhu Island]] | |[[Wuhu Island]] | ||
|style="background:# | |style="background:#ffbfbf" | Banned || Some transformations feature walk-off blast lines; disruptive stage hazards, such as the fountain and balloon | ||
|- | |- | ||
|[[Miiverse]] | |[[Miiverse]] | ||
|style="background:#C0C0C0" | Varies || Sometimes banned due to being a near-exact clone of Battlefield and potentially having distracting background images; sometimes legal as a cosmetic alternative to Battlefield | |style="background:#C0C0C0" | Varies || Sometimes banned due to being a near-exact clone of Battlefield and potentially having distracting background images; sometimes legal as a cosmetic alternative to Battlefield | ||
|- | |- | ||
|[[Windy Hill Zone]] | |[[Windy Hill Zone]] | ||
Line 763: | Line 683: | ||
|- | |- | ||
|[[Suzaku Castle]] | |[[Suzaku Castle]] | ||
|style="background:#ffbfbf" | Banned || Right side of stage features | |style="background:#ffbfbf" | Banned || Right side of stage features walk-off blast line | ||
|- | |- | ||
|[[Peach's Castle|Peach's Castle (64)]] | |[[Peach's Castle|Peach's Castle (64)]] | ||
Line 769: | Line 689: | ||
|- | |- | ||
|[[Hyrule Castle|Hyrule Castle (64)]] | |[[Hyrule Castle|Hyrule Castle (64)]] | ||
|style="background:#ffbfbf" | Banned || Too large; high ceiling creates | |style="background:#ffbfbf" | Banned || Too large; high ceiling creates overreliance on horizontal finishers; Rapetent creates a powerful camping position and has a cave of life; tornadoes are too powerful and disruptive | ||
|- | |- | ||
|[[Super Mario Maker]] | |[[Super Mario Maker]] | ||
Line 783: | Line 703: | ||
|style="background:#ffbfbf" | Banned || Some transformations feature walk-offs and caves of life; stage aesthetics can be distracting | |style="background:#ffbfbf" | Banned || Some transformations feature walk-offs and caves of life; stage aesthetics can be distracting | ||
|- | |- | ||
|} | |} | ||
Line 1,151: | Line 709: | ||
==References== | ==References== | ||
{{reflist}} | {{reflist}} | ||
[[Category:Stages]] | |||
[[Category:Stages (SSB)]] | |||
[[Category:Stages (SSBM)]] | |||
[[Category:Stages (SSBB)]] | |||
[[Category:Stages (SSB4-3DS)]] | |||
[[Category:Stages (SSB4-Wii U)]] | |||
[[Category:Competitive play]] | [[Category:Competitive play]] |